attribute vec3 a_VertPosition;
attribute vec2 a_VertTexCoord;
uniform mat4 u_WVPMatrix;

varying vec2 v_VertTexCoord;

void main()
{
	gl_Position = u_WVPMatrix * vec4(a_VertPosition, 1.0);
	
	v_VertTexCoord = a_VertTexCoord;
}